Passing the Torch

Sounds like we have consensus! KILL THEM ALL! I'm happy with that. I don't think we're in a hurry, though. The best way to kill everybody is to be prepared -- and that still means banks, universities, granaries, forges, and the like at home. And lots of great worker actions.

Tech-wise, I'm not too sure what I would prioritize. I always get a bit fuzzy at this point. Democracy for Statue of Liberty would be good. Beyond that, Scientific Method would probably be fairly high on my list, even though it obsoletes our monasteries (we need several of those before we get this tech, but it's still good). Physics has a free great person, IIRC. All kinds of options.

Good luck, justinious!

Arathorn
 
have fun with the conquest! What is your plan of attack?
 
Arkenstone, you still have my name wrong![offtopic]

Anyhow, :).

IT

Great person due in 5 turns!

T1

Our spy is hibernating, OK?:yumyum:

The battle of a water tile

Caravel v barb galley win

Finished

T2

Steel -> Rifling
New Orelans founded granary
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Seattle Mil. acadamy
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T3

T4

T5
Village near bactrian destroyed
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Gr. Merchant born
Spoiler :
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Baltimore founded granary
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T6

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Timbuktu heroic epic
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T7

Rifle -> Steam Power

T8

T9

T10

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Not shown

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Nice set. Relatively nothing happened, except for the GP. Now to find a place to spring my 200th post.
 
Ummm, you have 201 posts already.:p

He was probably on only 198 or 199 when he posted the message, your tag gives you the current number of posts, not those when you left a particular post.
 
I see you just hit 200 yourself Brian Shanahan. Thanks for the comment anyway, Justinious.

1) I just took a look at the scoreboard. You guys are way ahead! If you were up to being wimps (which I know you guys aren't ;) )you could probably have a constructive teaching game based on a Time victory. If not, go ahead with the Conquest. You could always fall back on Time if need be.

2) You got a great Engineer, not a Great Merchant. Why did you use him for a GA? You could have saved him and rushed some helpful wonder.

3) It's funny seeing how you are the only one with your religion. To have an AP diplo win, does everyone have to be in your religion?

4) Yay, you're the largest!
 
3) It's funny seeing how you are the only one with your religion. To have an AP diplo win, does everyone have to be in your religion?

I don't think everyone does, but you certainly can't vote yourself to an AP win when you're the only one with that religion :p
 
2) You got a great Engineer, not a Great Merchant. Why did you use him for a GA? You could have saved him and rushed some helpful wonder.

Great person lightbulb beakers or great engineer hurry hammers are always based on population. In this case, I think we'd have gotten about 1000 of either. Instead, we used he and the great merchant to start a golden age and swap civics without three turns of anarchy.

Three turns of anarchy for our empire would have cost about 1750 beakers in research + however many hammers we put out in three turns. Add to that the other bonuses of a golden age and I think we used our two great people wisely.
 
Only thing I see really missing from those turns is some good tech trading. Frederick looks like he has a bunch of juicy stuff that we want. I'll see to that pretty early on my turns. SciMeth and Constitution both look nice.

Civic switch looks great. I'm excited to see that happening. Only one left to do and that's from Slavery to Emancipation. I'm going to try to squeeze that into our GA, too, if I can swing Democracy one way or another. Slavery is great, but Emancipation unhappiness hurts. Plus, we have lots of cottages, so growing them faster is not a bad thing at all!

Not sure when I'll play. We've had a very busy weekend. Great turns, though, justinious.

Arathorn
 
Trade Frederick 210 gold and Replaceable Parts for Constitution. I'm trying to save our gold for other purposes. I see no need for Theology or Music at this point. We can probably research either of those quickly if we need it.

We have a few Christian, Jewish, and Hindu monasteries. So Sci Method wouldn't be all bad. I don't see the need for a bunch more monasteries. I'd like a few more Jewish ones, simply for the hammer and research benefits, but I'm not sure it's worth it. Military Science and 295 gold pries Sci Method loose from Pacal. That's easy because MS doesn't help him with other things but SM moves us forward to other important techs.

I burn another few hundred gold rushing various buildings. Mostly granaries and Djenne's marketplace – a little bit on jewish monasteries – I'm not sure if they'll finish or if SM will obsolete them before they finish. No need not to experiment a bit.

On the plus side, we have six sources of oil, including directly under St. Louis. So that's one worry eliminated.

(1)Rifling and 400 gold gets Democracy from Frederick. Then we revolt to Emancipation, so we don't have to have a turn of anarchy for it. Research-wise, we move on to Railroad, primarily because it leads to Combustion, which should be our target, because transports and destroyers will be huge for our cross-ocean invasion.

(2)Workers move. Philly gets a library (ridiculously late for such a high commerce city). I am also working on making sure every city has a warm body defending it. Cities get unhappy when they don't have a defensive unit in them, but anything counts – a chariot, a horseman, an old warrior, or a rifleman. They don't care and we don't really either, except cities on the coast should probably have a solid defender. Important coastal cities really need the best defenders.

Rest of the time is spent finishing railroad as a tech, building us some machine guns (to spearhead our invasion), working on railing mines and mills (to get the extra hammer), and working on combustion. I am also scouting out Mehmed a bit with a privateer and working on getting some spies to New York to ship over to the other island, probably to check out Pacal.

Military is on its way to Seattle, which will build the big part of our navy, starting next turn, I hope. We'll need transports and destroyers. Destroyers will be critical for protection of our ships. Our galleons can't keep up, but they transport OK.

After Combustion, we need to decide on a tech path. I'd go Corporation to Assembly Line myself. But Biology and Physics have their benefits, too.

We also got a Great Prophet. We could build the temple for Christianity. Or discover Theology. Or join him to a town. None of them seem particularly appealing to me.

No pics, sorry. Pretty straight-forward set of preparation turns.
 

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Great job getting emancipation out of the golden age. I'm expecting that around now is when our huge land lead will start paying off and we'll begin to pull away. Any idea how many beakers we're thinking per turn?

Don't bother with the prophet's lightbulb. I'd make the Church of the Nativity as we can quickly spread Christian missionaries. 31 cities x 1GPT x bank x market x grocier = 62GPT.

Also, I like the Physics to Biology path before assembly line. I just really like the extra food bonus and doesn't physics give a free great scientist?
 
Physics does indeed grant a great person to the first person to discover it. However, Physics is already out there, known by at least one if not two other civilizations. Biology is good, agreed, and I'm fine going that route. We may want to at least grab Corporation so we can build Wall Street in Djenne for the extra gpt.

Church of Nativity sounds good to me. I'm just feeling a bit lazy about spreading religions. We don't even have Judaism spread universally, though I worked on it some. We have a couple christian monasteries, so we can certainly get it done.

Invasion fleet recommendation: at least 3 destroyers for escorting our transport units, at least 2 destroyers for bombarding cities and sinking ships near the coast. We also will need at least 10 units in a first drop. 8 machine guns, cannon, and some "threat" unit like a knight or a grenadier or the like. That will likely encourage Mehmed to attack. The machine guns should eat up any force he can muster at this point. Though we definitely want to land in a forest if we can. Hill is second-best choice.

After that, we will need/want a significant number of infantry and cannons, though fighters/bombers/artillery or tanks will be fine, too. Though if we wait that long, I'm not sure 8 machine guns will be enough. :)

Arathorn
 
Two conditions to make conquest possible:

A) nuke the insufferable scum.
B) drive tanks over their playgrounds and hospitals.
 
As a certain Sith Lord said:

Wipe them out. All of them.

As cheesy as that line is, it's still one of my favorites due to the sheer ruthlessness behind it. :D

Anyway, I'm looking forward to the next few sets! Now that the domestic enemies are gone, you and the kids can focus on the art of building up a powerful economy. Remember: Build Libraries and stuff where cities are making lots of money, and Forges and units where there are a lot of hammers. Something like that, anyway.
 
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